Against the Odds

The Odds Are NOT in Your Favor

Behold: Krahnt the Mighty!

As the group tries to extricate themselves from the home that has become the Mercenary Horde’s impromptu headquarters, they are discovered by a large hobgoblin soldier. Pursued briefly through a few side streets, as he calls the alarm, they are forced to fight. After defeatingt the brute, they are forced to continue moving toward friendly lines as the remainder of the guard party closes on them.

As they link up with the force that comprises what’s left of the local militia. There a young lieutenant has taken command upon the death of her captain. Margot Planks comes from a distinguished old minor noble house in the Protectirate. Along with the help from an itinerant blade master turned temporary instructor for the militia, she has managed to rally the defense of Adderfall, keeping the remaining villagers safe.

Planks welcomes the trio of adventurers, but must deliver the bad news that the constabulary was one of the first locations to fall in the initial assault a few days prior. Unfortunately, Bern’s contact died in defending the village, and they can’t get to the sheriff’s offices anyway with so many enemies between them and their goal. With the help of the roving swordsman, the three set out to try and end the siege with one decisive strike against the head tog the snake: the baleful General Krahnt.

As they engage Krahnt and his retinue, nothing seems to go right at first, but then the unnamed rogue shows up. He was sent to Adderfall on a different mission. Apparently he ended up in the thick of it, as well. As they aim the death blow at Krahnt, though, an eerie disembodied voice proclaims in their minds, “Well, that was disappointing.” And then in a flash the battle is over, and Krahnt has disappeared.

They assist the garrison in mopping up, and upon searching the constabulary they find the relic that they were initially searching for. They decide to help out a few more day then set out for Anvilmar and Undertown. But for now they must rest.

Airships and Pirates and Goblins (OHHHH Myyyyy....)

Bern Stonearm recognizes talent when he sees it. He decides that the three of them are well suited for his ends. He asks No-name to run a personal errand for him. As the rogue vanishes, Bern introduces the other two to another agent in his employ. The shadowy figure agrees to aid them locate a valuable artifact for the Stonearm family. Bern sends them to see his contact in a hamlet to the north called Adderfall.

Bern’s engineers also agree to “upgrade” the small skiff that the troupe has “appropriated” and the inventory of the hold is catelogued and stowed away for safe keeping by the dock-masters. The group decides to take Bern’s kindness and as they are leaving the docks, they notice they’ve picked up a tail. They are able to confront the figure, though and he flees. On their way to Adderfall, only an hour north of the town, the trio is yet again set upon by pirates.

The very leader of the pirate band they chased off the Daring, confronts them and demands payment for his losses: Payment in BLOOD! As his two body guards step from the side of the road, they realize that both of the figures (who are identical, it seems) appear to be the very creature that was following them from the docks.

Very often, the best laid plans never survive first-contact with the enemy, and soon the Dread Pirate Captain Mothmount is defeated as are his two bodyguards. The adventurers are very fatigued, though and head back to town, deciding to strike out on the morrow.

After a rest and some food, they strike out for Adderfall and reach the village without incident. As they arrive, they notice the town is in shambles. Smoke rises from buildings in the distance, and the sounds of battle are all around. The town looks like a war zone, and as the group tries to find their way through the streets, they are ambushed by a mob of goblins.

The goblins prove little trouble for the group, and they press on. As they near the center of town, they realize they’re on the wrong side of the battle lines. They’re smack in the middle of enemy territory. Bern’s agent decides to try and get the lay of the land and spies on a clandestine meeting in a large house. A dark figure in a hooded cowl is staring down an enormous Half-Orc. The gist of the conversation is understood. The Mysterious Stranger is in command here. As they prepare to pull back from the house, the trio is surprised when the robed being just disappears….

En Route To Anvilmar

Aboard the Molly Daring, an airship with cargo and passage from the mountain cities; headed to the interior of the continent. The Trade hub of Anvilmar awaits; though, still some days away from the intrepid crew.

One of the passengers, a young woman, is visited by a strange figure, who warns her she must appear before the Council of White (the governing body politic of all Wizardry) in one year and one day. He also tells her that a secret organization inside the council, called the Blackstaff, has taken notice of her.

Another passenger, a large Goliath from the wastelands, is seeking news of his family. His entire tribe has gone missing after a mysterious set of circumstances. He is seeking Anvilmar out as a busy trade hub, with a notorious gritty underbelly. If anyone has any clues or can point him in the right direction, Anvilmar should hold some such entity.

A third wanderer is seeking his fortune, and a name: His own… Who is he? Where does he come from? He grew up on the streets and had to learn to take care of himself. Picking pockets, and stealing from the rich to feed himself, is second nature. But he’s not just some honorless thug.

Out of nowhere, the Daring is set upon by a gang of vicious pirates. The three strangers sense that something is amiss and head out onto the deck. Banding together, they make short work of the pirates, but their troubles seem to be compounding. The Captain of the Molly Daring rigs her for a drastic dive to throw off the smaller pirate skiffs. Wallowing downward, the trio manage to grab hold of a grapnel-line and pull themselves onto one of the skiffs as the Daring shifts it off. They find themselves safe, but the Daring was making hard for Anvilmar and hidden in a cloud bank.

They have no choice but to try and make for Anvilmar on their own. With a little luck and a large amount of skill, they actually manage to beat the Molly Daring to port! There they take ownership of the small ship and make for Undertown. To find a bit of rest, and maybe some work.

In a tavern, in the center of Undertown, they meet a Dwarf named Bern Stonearm. An agent of some repute within the Stonearm Family, Bern sets them to a task to prove their worth. Their mission is to collect some late payment from a gang of thugs, and return it to Bern or one of his agents.

Again, the trio sets to work and prove that they work well as a team. They make short work of the thugs, and within a day or so return to Bern… Things are about to get interesting.